Quote:
Originally Posted by loramin
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I haven't personally done any studies, but based on what I've read before I believe that is a myth.
Right there that's a misunderstanding (again, as best I've been able to suss out from many different opinions in many different posts on this subject, doing my best to listen to the most knowledgeable people ... but still potentially being wrong).
As I understand it, It's not that you have 10 swings per minute and thus 5 procs per minute: it's that you get 5 procs per minute, period. Those procs are then divided up among however many swings per minute. It doesn't matter if you slow or haste to reduce or increase those number of swings: the server gives you 5 procs per minute regardless.
If anyone has a spreadsheet or more accurate source of information I'll happily change my mind.
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OK then plug in real numbers.
255 dex 1.75 PPM
OT Hammer 50 delay
Unslowed: Swing hammer 12 times a minute 1.75ppm/12 = 15% chance to proc per interval
Slowed: Swing hammer 6.85 times a minute 1.75ppm/6.85 = 25% chance to proc per interval
that's using old stock slow code from EQEmu though if we use the correct implementation
slowed hammer: swings 3 times a minutes 1.75ppm/3 = 58% chance to proc per interval
Quote:
if (dex > 255.0)
dex = 255.0
chance = (0.0004166667 + 1.1437908496732e-5 * dex) * weapon_speed
if (hand == MainSecondary)
chance /= 1.6
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While PPM remains the same your chances are far more front loaded with a slowed delay.